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Old 04-08-06, 08:28 PM   #1
AG124
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Default New Freighters Working - But No Damage File?

I just tested three older modded freighters that I though would crash the game. However, all three sank fine. But none of them appeared to suffer any damage.

I took some screen shots of two of them - the Kyle and Heavy Merchant. I didn't get a shot of the third one, the Belize. (The Belize and Kyle are a long way back in the 'Ship Requests' thread, and I didn't post the Heavy Merchant there). I was going to release these ships, but now I don't know.

I might have the zones file from NYGM installed - I don't remember. Any thoughts?

Here's some pictures. I only took a few.

Heavy Merchant:







Kyle Coastal Merchant:





The ships in the background of this picture are (Left to Right):
- USS Pyro (old model which has been replaced and is kept only for nostalgia )
- Lake Ship (Barely Visible behind USS Pyro)
- Rose Castle Ore Carrier
- E.G. Seuber Tanker
- "Generic Tanker" (To be almost completely rebuilt).

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Old 04-08-06, 08:39 PM   #2
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As allways cool job and cool stuff coming from you bro!


If i wasn't such an ignorant on that kind of moding bro i would be very pleased to help...
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Old 04-08-06, 08:49 PM   #3
iambecomelife
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Are all of the deck objects independent of the hull obj file? If you used the deck gun to sink them, this may account for the lack of damage - shells have more difficulty blowing up things that would be easily destroyed with the default game's values.


BTW, look how dramatically your typical "convoy-scape" is improved by having a variety of period models. No more vast fields of C-2's & C-3's - instead, the ships seem to have a uniqueness to them.
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Old 04-08-06, 08:52 PM   #4
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Quote:
Originally Posted by iambecomelife
BTW, look how dramatically your typical "convoy-scape" is improved by having a variety of period models. No more vast fields of C-2's & C-3's - instead, the ships seem to have a uniqueness to them.
Well said!
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Old 04-08-06, 09:21 PM   #5
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Didn't use the deck gun - I used torpedoes. Each ship took two to sink.

I was thinking about what caused the problem. It is important to note that some of the parts of these ships were moved using Wings3d instead on Pack3d (they are older work from last fall). But even parts which were not moved this way (such as funnels) did not collapse. The ships also didn't break in two, even though all three exploded. Also, all parts are indeed separate .obj's from the hull.

Thanks for the compliments, BTW. I was wondering if these three ships would gain any interest. I was going to release them tonight, but I can see some parts that need to be fixed anyway. And I might move the masts back to their original places and move them correctly with Pack3d.

(Also, I should note that the Heavy Merchant is using one of Iambecomelife's skins from the MVP. The Kyle skin is stock.)
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Old 04-08-06, 09:33 PM   #6
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Quote:
Originally Posted by AG124
Didn't use the deck gun - I used torpedoes. Each ship took two to sink.

I was thinking about what caused the problem. It is important to note that some of the parts of these ships were moved using Wings3d instead on Pack3d (they are older work from last fall). But even parts which were not moved this way (such as funnels) did not collapse. The ships also didn't break in two, even though all three exploded. Also, all parts are indeed separate .obj's from the hull.

Thanks for the compliments, BTW. I was wondering if these three ships would gain any interest. I was going to release them tonight, but I can see some parts that need to be fixed anyway. And I might move the masts back to their original places and move them correctly with Pack3d.

(Also, I should note that the Heavy Merchant is using one of Iambecomelife's skins from the MVP. The Kyle skin is stock.)


I've been to ask this for i don't know how long...

Those ships from you , The Costal Tanker and the Other factory ship are they included on the GW mod, or can i add them to the
Mod???
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Old 04-08-06, 09:57 PM   #7
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No, they have not been included in the mod. But if anyone wants to add them, that is perfectly OK, and they should show up in the campaign even if they are just added manually by individual users.
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Old 04-08-06, 11:07 PM   #8
Boris
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As long as they sink that's good enough for me... torpedoes shouldn't nessarily have to do any damage above the waterline.
SH3 is in dire need of more merchants... as iambecomelife said its good to have some more unique ships in convoys.

Would they appear in convoys if it wasn't specifically scripted though?
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Old 04-09-06, 08:35 AM   #9
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Quote:
Would they appear in convoys if it wasn't specifically scripted though?
Depends on the campaign file. The stock rnd layer does not have generic entries for convoys, but it could be done. I think GW and IUB are the same way.
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Old 04-09-06, 03:40 PM   #10
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I lookied through my campaign RND, not really knowing what I was doing... but found what I think are entries for ships in convoy:

[RndGroup 62.RndUnit 1]
Class=KLS
Type=102
Origin=British
Side=0
CargoExt=2
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 62.RndUnit 2]
Class=KSQ
Type=102
Origin=Greece
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 62.RndUnit 3]
Class=KLS
Type=102
Origin=British
Side=0
CargoExt=0
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 62.RndUnit 4]
Class=KLS
Type=102
Origin=British
Side=0
CargoExt=0
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 62.RndUnit 5]
Class=OTSF
Type=101
Origin=British
Side=0
CargoExt=-1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 62.RndUnit 6]
Class=KLS
Type=102
Origin=British
Side=0
CargoExt=0
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=100
CrewRating=3

[RndGroup 62.RndUnit 7]
Class=KSS
Type=102
Origin=France
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 62.RndUnit 8]
Class=OTSF
Type=101
Origin=British
Side=0
CargoExt=-1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=100
CrewRating=3

Can I just replace the ship types with others and all will be well?
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Old 04-09-06, 04:24 PM   #11
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Hi!
I just downloaded that new liner, another great work, but where did you find those freighters? Are they available? Thanks
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Old 04-09-06, 04:35 PM   #12
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Hi AG124, just an opinion from an outsider, its maybe not a bad idea to release this anyway, as you are getting more testing input from other people. With all the problems there seem to be with new ships, like damage / no damage depending on impact point / other factors, you will never be able to do it all yourself. Thats what the community is for, no one expects you to do all the testing.

And apart from that, of course people will be happy to have these ships, they bring variety to the small ship range, and they look very good. With more and more ships being released, I expect that we get closer to the point where the genericness of the original ships dissappears and it is fun again to identify targets. It adds a lot to the game, so I hope you will be able to sort out any problems with these ships.

I also think you should work closely with the creators of the big mods until your ships will be included in the packages. They (I mean your ships) are major addons (for me at least), so it would be worthwile to have them automatically installed, and up to the standards of the sinking mod.
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Old 04-09-06, 04:40 PM   #13
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Quote:
Originally Posted by AG124
Quote:
Would they appear in convoys if it wasn't specifically scripted though?
Depends on the campaign file. The stock rnd layer does not have generic entries for convoys, but it could be done. I think GW and IUB are the same way.
You will now already, but it should not be so hard to replace the class specifications under Type=xy in the .rnd file.
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Old 04-09-06, 05:55 PM   #14
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To answer some questions and address some stuff:

Quote:
Hi!
I just downloaded that new liner, another great work, but where did you find those freighters? Are they available? Thanks
I haven't released any of those ships yet, but I might do so either tonight or tomorrow. I am going to have a look at them now. There is a good chance that I will release the AOD Heavy Merchant, after I fix the bow crane and run another test or two.

Quote:
You will now already, but it should not be so hard to replace the class specifications under Type=xy in the .rnd file.
Yes, I believe I can edit the campaign file to add ships or generic entries. However, I think that is best left for someone who is working on a large mod pack.

Quote:
I also think you should work closely with the creators of the big mods until your ships will be included in the packages.
Actually, the Converted Whale Factory has been included in IUB. I don't think the problem is a lack of communication with other modders though. I released my first two ships around the time Grey Wolves and NYGM Tonnage War were being finished, so I guess there wasn't time to add them to the campaign. Either that, or the messed up texturing was too great a problem. IUB appeared to have been finished too late for the NCOT and NCVW as well, but when the patch was released, the NCVW was included (along with the new Scharnhorst model). I guess they didn't like the Coastal Tanker (which I now believe was a Japanese/Pacific design anyway).

Quote:
Hi AG124, just an opinion from an outsider, its maybe not a bad idea to release this anyway, as you are getting more testing input from other people. With all the problems there seem to be with new ships, like damage / no damage depending on impact point / other factors, you will never be able to do it all yourself. Thats what the community is for, no one expects you to do all the testing.

And apart from that, of course people will be happy to have these ships, they bring variety to the small ship range, and they look very good. With more and more ships being released, I expect that we get closer to the point where the genericness of the original ships dissappears and it is fun again to identify targets. It adds a lot to the game, so I hope you will be able to sort out any problems with these ships.
Thanks. As I just said, I will give the HM another try tonight, but I am afraid of releasing something which will crash someone's game and ruin their campaign. That's why I always want to make sure the vessel is working correctly (don't worry about such problems with any of the ships I have currently rleased). For example, if I released the Rose Castle or E.G. Seuber, and one of these vessels was torpedoed, the user would get a CTD.

I'll keep everyone updated on any progress I make. I have decided (obviously) to release my ships one-by-one and release updated versions as they are improved rather than release one big pack.
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Old 04-09-06, 06:47 PM   #15
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Quote:
Originally Posted by AG124
I have decided (obviously) to release my ships one-by-one and release updated versions as they are improved rather than release one big pack.
Could you do this too iambecomelife?

Looking through the campaign RND of grey wolves I noticed that most of the new ships included in that mod weren't even included.

I have started adding ships into the RND, just searching for generic ships like C2's and C3's, and replacing every third with a new one not yet implemented. From what I gather, ships in convoy are not random and therfore need to be specifically scripted. Hopefully I have added enough to be noticeable next time I see a convoy... I can't test it yet though because of uni work
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